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[VX]GTBS Gubid tactical Battle -the Flying state in battle?!

Alright, So I made a potion that gives the user the flight state, And I'm using GBTS, but when I use it in battle, nothing changes, the character is still limited in their movement, and cannot "fly" above anything on the map. How do i fix this??? ( Im using VX)

Here's some script that i think it might be in, can anyone help?

Code:
module GTBS

  #=============================================================#

  #                       ENGINE SETTINGS                       #

  #=============================================================#

  

  #-------------------------------------------------------------

  # Default Victory Common Event

  #-------------------------------------------------------------

  VIC_COM = 2

 

  #-------------------------------------------------------------

  # Default Failure Common Event

  #-------------------------------------------------------------

  FAIL_COM = 1

  

  #------------------------------------------------------------

  # Sets the default font for the game

  #------------------------------------------------------------

  def self.font

    return "Comic Book"

  end

  

  #-------------------------------------------------------------

  # Test Battle Map ID ( used for battle test in database )

  #-------------------------------------------------------------

  BTEST_ID = 5

  

  #-------------------------------------------------------------

  # Neutral Start Number - Default neutral number start 

  #-------------------------------------------------------------

  NEU_START_NUM = 50

  

  #-------------------------------------------------------------    

  # Sets ability to attack allies along with enemies

  # Default is TRU

  #------------------------------------------------------------

  ATTACK_ALLIES = false

    

  #-------------------------------------------------------------

  # Set ability for characters to walk through other team member squares

  # Default is TRUE

  #-------------------------------------------------------------

  TEAM_THROUGH = true

  

  #-------------------------------------------------------------

  # Sets Damage Display during battle to POP individually or not

  # Default is TRUE

  #-------------------------------------------------------------

  POP_DAMAGE_IND = true

  

  #-------------------------------------------------------------

  # Remove Dead from map upon death?

  #-------------------------------------------------------------

  REMOVE_DEAD = true

  

  #-------------------------------------------------------------

  # USE_WAIT_SKILLS 

  #-------------------------------------------------------------

  # This is so when a skill has been used it will check if it has a "casting time"

  # If so, then the users skill will be queued for that user until the "casting time"

  # has elapsed, thus casting the spell.  

  USE_WAIT_SKILLS = false

  

  #-------------------------------------------------------------

  # ALLOW_SKILL_TARGET of enemy not just tile

  #-------------------------------------------------------------

  # This option allows you to choose to cast your spell on the target.. thus, if

  # they move it could affect others as well. (Just like in FFT for PSX!) 

  # This option only used when USE_WAIT_SKILLS enabled and using ATB system.

  ALLOW_SKILL_TARGET = true

  

  #-------------------------------------------------------------

  # SCROLL_SPEED - 5 is default

  #-------------------------------------------------------------

  # Scroll speed controls the speed in which the screen will pan to the current target 

  # during battle

  SCROLL_SPEED = 5

  

  #-------------------------------------------------------------

  # Action Confirmations

  #-------------------------------------------------------------

  MOVE_CONFIRM = true

  ATTACK_CONFIRM = false #this applies to ALL actions

  WAIT_CONFIRM = false

  

  #-------------------------------------------------------------

  # Show Attackable Area after move?

  #-------------------------------------------------------------

  SHOW_MOVE_ATTACK = true

  MOVE_INCLUDE_SPELL = true

  

  #-------------------------------------------------------------

  # Control Opacity (0-255)

  #-------------------------------------------------------------

  # This controls what opacity is set to all command windows.

  CONTROL_OPACITY = 180

  

  #-------------------------------------------------------------

  # DIM OPACITY - used during team mode to visibly display who has already acted

  #-------------------------------------------------------------

  DIM_OPACITY = 120

    

  #-------------------------------------------------------------

  # EXP GAIN OPTIONS

  #-------------------------------------------------------------

  LEVEL_GAIN_SE = "Up" #when level is gained.. SE to play.

  EXP_PER_HIT = false

    POP_EXP = true

  #else, if EXP ALL is true, PerHit and Pop are ignored

  EXP_ALL = true

    NEUTRAL_EXP = true #neutrals gain exp

  

  #-------------------------------------------------------------

  # Use Phase Music?  Only used if in TEAM mode

  #-------------------------------------------------------------

  PHASE_MUSIC = true

    

    #-------------------------------------------------------------

    # Actor Music Setup

    #-------------------------------------------------------------

    # DEF_ACTOR_MUSIC if the Default music to be played when one is not specified 

    # for the ACTOR_TURN_MUSIC[ MAP_ID ]

    #-------------------------------------------------------------

    DEF_ACTOR_MUSIC = "Battle4"

    ACTOR_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *

    ACTOR_TURN_MUSIC[1] = "Battle4"

    

    #-------------------------------------------------------------

    # Enemy Music Setup

    #-------------------------------------------------------------

    # DEF_ENEMY_MUSIC if the Default music to be played when one is not specified 

    # for the ENEMY_TURN_MUSIC[ MAP_ID ]

    #-------------------------------------------------------------

    DEF_ENEMY_MUSIC = "Battle7" 

    ENEMY_TURN_MUSIC = {} #this is to initialize the music hash * DO NOT REMOVE *

    ENEMY_TURN_MUSIC[1] = "Battle7"

  

    #-------------------------------------------------------------

    # Actor Phase Music - reads the music name for the battle map

    #-------------------------------------------------------------

    def self.actor_phase_music

      if ACTOR_TURN_MUSIC[$game_map.map_id] != nil

        return ACTOR_TURN_MUSIC[$game_map.map_id]

      else

        return DEF_ACTOR_MUSIC

      end

    end

    

    #-------------------------------------------------------------

    # Enemy Phase Music - reads the music name for the battle map

    #-------------------------------------------------------------

    def self.enemy_phase_music

      if ENEMY_TURN_MUSIC[$game_map.map_id] != nil

        return ENEMY_TURN_MUSIC[$game_map.map_id]

      else

        return DEF_ENEMY_MUSIC

      end

    end

  

  #-------------------------------------------------------------

  # PREVEIW_DAMAGE

  #-------------------------------------------------------------

  # This options allows you to enable/disable damage preview for the status window

  PREVIEW_DAMAGE = true

  

  #-------------------------------------------------------------

  # State ID Setup

  #-------------------------------------------------------------

  # Set these to the state id created in the database

  CONFUSE_ID    = 6   #RMXP Default

  SLEEPING_ID   = 7   #RMXP Default

  PARALYZED_ID  = 8   #RMXP Default

  SLOW_ID       = 11  #RMXP Default

  

  CASTING_ID    = 17

  FLYING_ID     = 18

  WWATER_ID     = 19  #walk on water

  DONT_MOVE_ID  = 20

  DONT_ACT_ID   = 21

  KNOCK_BACK_ID = 22

  DOOM_ID       = 23

  TELEPORT1_ID  = 24

  TELEPORT2_ID  = 25

  HASTE_ID      = 26

  COUNTER_ID    = 27

  

  #-------------------------------------------------------------

  #In order to assign an enemy a flying state, you must ensure that the flying 

  #element is set, and be sure that your enemy has this item marked in their elements

  #-------------------------------------------------------------

  FLYING_ELEM_ID = 22

  

  #-------------------------------------------------------------

  # ALLOW_LSHAPE_FOR BOWS

  #-------------------------------------------------------------

  # This option will allow bows users to shoot in a L shape if desired

  # False is default

  BOW_LSHAPE = true

  

  #-------------------------------------------------------------

  # Hide Inactive Menu Commands

  #-------------------------------------------------------------

  HIDE_INACTIVE = true

  

  #-------------------------------------------------------------

  # Enable Move when active, for actors only

  #-------------------------------------------------------------

  ENABLE_MOVE_START = false

 

  #-------------------------------------------------------------

  # Enable Move as variable - DO NOT USE THIS YET, IT IS STILL BUGGY AND NOT COMPLETE

  #-------------------------------------------------------------

  MOVE_VARIABLE = false

  

  #-------------------------------------------------------------

  # Use Encounter Position Moving?

  #-------------------------------------------------------------

  # This method works like this.  The gist of it is that if you touch an enemy

  # you must stop moving.  So if you want to get to the back of an enemy you must

  # walk 6 tiles to get from infront to behind them, instead of the normal 4. 

  # An example would be like this:

  #  new method:  ###   old method:  ##

  #               # E                #E

  #               ##A                #A

  #  If the old move was attemped you would be forced to stop at the side of the 

  # enemy.  Anyway, there is nothing like experimenting to understand something

  # better.  Best of luck!

  #-------------------------------------------------------------

  ENCOUNTER_MOVING_METHOD = false

  

  #-------------------------------------------------------------

  # Auto Doom Summons?

  #-------------------------------------------------------------

  DOOM_SUMMONS = true

  

  #-------------------------------------------------------------

  # Turns until doom takes effect - especially for summons, so that 

  # its not so random

  #-------------------------------------------------------------

  def self.doom_turn?(id)

    case id

    when 36; return 9

    else; return [2,rand(8)].max

    end

  end

  

  #-------------------------------------------------------------

  # Chain Lightning Effects - You can change the length of the curve and it 

  # will use it accordingly.  All values are percentages of effect. 80% normal 

  # effect on 2nd target and 40% on 3rd...etc

  #-------------------------------------------------------------

  CHAIN_LIGHTNING_CURVE = [80,40,20]

  

  #-------------------------------------------------------------

  # Use Isometric Maps

  #-------------------------------------------------------------

  ISO_MAPS = true

  

  #-----------------------------------------------------------

  # Get Color

  #-----------------------------------------------------------

  # Used to define colors in the program.  There is no actual mention

  # of the name, so you can simply update the RGB of these to affect the game.

  #-----------------------------------------------------------

  def self.get_color(color)

    case color

    when "RED"

      return Color.new(255,0,0,255)

    when "BLUE"

      return Color.new(0,0,255,255)

    when "GREEN"

      return Color.new(0,255,0,255)

    when "YELLOW"

      return Color.new(255,255,0,255)

    when "PURPLE"

      return Color.new(128,0,255,255)

    when "ORANGE"

      return Color.new(255,128,0,255)

    when "BROWN"

      return Color.new(128,64,0,255)

    when "BLACK"

      return Color.new(0,0,0,255)

    when "WHITE"

      return Color.new(255,255,255,255)

    when "PINK"

      return Color.new(255,128,255,255)

    when "TAN"

      return Color.new(200,200,110,255)

    end

  end

  

  #------------------------------------------------------------

  # Using Guillaume777's Multislot Equipment? - DONT CHANGE THIS!

  #------------------------------------------------------------

  USING_MULTISLOT = defined?(G7_MS_MOD) 

  

  USING_ENHANCED_WEAPONS = ($enhancement_element_id != nil ? true : false)

end
 

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